While the infamous 2min meta killed a lot of my excitement to even touch current pve content, I think the job philosophy as a whole is fundamentally flawed at this point.

We had a lot of "jank" but basic RPG elements removed over the years like a heavy effect on stone, shadow flare which could slow down enemies etc. They do seem superflous at first glance but it's what gave unique flavour to this Final Fantasy game, where the job system always presents battle styles that are unique to the said job. That is why the pvp kits are highly praised imo - meaningful buttons that all feel unique enough that makes every job change feel fresh despite running the same content all over again.

I want those kits to interact with eachother, finding out combo attacks that work especially well in a certain scenario, especially class synergy. I want those blinds, silences, pushbacks, turning enemies into toads, dashing across the battlefield on a speedy job each job to feel unique, useful and fun to play. Noone said it's gonna be easy but they pulled it off in so many of their games, even spinoffs like bravely, octopath and tactics. And yeah there will eventually be an "optimal route" but that's how all RPGs are supposed to be!

Heck this game could have flexed with it's unique system to be all jobs in 1 player by allowing something like picking a sub job to bring into duty you could swith by swapping weapons. Instead they remained stagnant and rigid over 11 years! Forgot how to take risks... to explore... to evolve.

By trying to appeal everyone, they ended up pleasing noone and it's honestly to late to change the systems anymore.